// Copyright (c) 2009 Mike Haight, Andy Kipp
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.

#include "stdafx.h"


LoadingBar::LoadingBar(void)
{
    // Note: The LoadingBar is designed to be loaded before the 
    // ResourceManager has been initialized. Therefor it does not 
    // use the ResourceManager to load its Sprite texture.

    Texture^ texture = gcnew Texture("Load", 1024, 1024, 256, 32);
    texture->AddReference();

    // Create Sprite 
    mSprite = gcnew Sprite(texture);

    // Set Size
    Size = Coordinates::Size((float)mSprite->Texture->FrameWidth, (float)mSprite->Texture->FrameHeight);
}


void LoadingBar::SetValue(float argValue)
{
    if (argValue > 1)
    {
        mValue = 1;
    }
    else if (argValue < 0)
    {
        mValue = 0;
    }
    else
    {
        mValue = argValue;
    }
}


void LoadingBar::Update(void)
{
    // Update MagicBar Sprite
    {
        mSprite->X = Location.X;
        mSprite->Y = Location.Y;
        mSprite->Width = Size.Width;
        mSprite->Height = Size.Height;
        mSprite->Frame = (int)(100 * mValue);
    }
}


void LoadingBar::GetSprites(List<Sprite^>^ argSpriteList)
{
    // Add Sprite to Sprite List
    argSpriteList->Add(mSprite);
}